Steadfast Determination is off the options list because Ability Scores don't modify Saves in this game.
The other three all look fine, take your pick.
EDIT: on second thought, it's bad enough people get a Level Power and Feat every level, the Feats that grant separate abilities as they level don't really fit in. Those themes with a very good single benefit would be better.
We'll start with Point Blank Shot since archery is his main shtick. Elusive Target will come later.
Edit: Just pointing to them as the themes, not as the actual rules.
Works for me. As for my revision to what PBS does here's a quick spitball, let me hear your thoughts.
Point Blank Shot: With a Full Attack action, you may fire one ranged weapon [or type of thrown weapon, all daggers or throwing axes or spears...] once at every single opponent within the first range increment of your weapon at a -4 penalty to hit.
When using this feat no other means of bonus attacks are allowed.
Special: This feat can be taken twice, taking it again removes the penalty to hit and allows other special abilities that cause additional attacks [be those ricochets or plunging shots or whatnot] to ping off these attacks.
Useful at low levels if you're getting overwhelmed, but feels out of character for him then. Less arrowstorm and more single, precise shots. Whirlwind Arrow can be something he learns later.
Precise Shot: ignore penalties for firing into Melee, partial cover or partial concealment.
Solid. Now I just need to figure out what his Grit power is, right?
I'm thinking a Diehard effect. Something that keeps him surviving when he should be dead.
I can work with that. You feeling more a 'heals back from the brink' or more a 'fighting on when he should be KO'd/Dead'?
Depends on how our healing situation is. :) If we have resources to avoid him dying at the end of the fight, then the second. Inhuman healing is not really his thing, but if party comp is better served by him John McClane-ing it up, so be it.
Alright, we can hold off on developing that skill until Cyzzane develops her character.
We do have a medic by way of Heal Skill which is pretty good, but it is slow at low levels [5 minutes per treatment IIRC]
If it helps, I'll probably be a front liner and try and pull some damage my way. Hael is very in your face combat.
Speaking of Hael, of course it's fine to restrict your magic to the four classical elements. That's what I typically think when I read 'elemental magics.'
Hael we need to figure out your Skill Art. I'm guessing a Runecaster's Skill Art might be tied to Spellcraft?
Right, yew git in th' thick a' it, 'n I'll pick off any what git behind ya.
I think knowledge nature would be rune's skill art, mostly because it's less the reality bending of magic, and more of completely understanding how the elements exists, and how nature uses them.
Ah, so it's more 'Elements of Nature' elemental magic rather than 'Elemental Planes' elemental magic, got it.
We can do something with this, tell me what sort of ability you'd like for your Skill Art.
Perhaps we could imbue his fists with elemental energy. Something that allows him to use in close quarters would be good.
Sounds good to me, I'll work on formatting an ability like that for you.
It's a pretty good idea actually- to focus your Skill Art as a Combat Tool- since Ritual Magic tends towards being slow and not very easily used in combat.
Anything else I need to straighten out?
"Your work's cut out for you. Still, good to have someone watching my back.
Nah not yet at least. I need to sort out ritual magic details [this was one of those things I dragged my feet on until a player took it lol] and then we'll deal with your magic. I figure you'll want to hold off on selecting your feat until you know exactly how your magic works.
Anybody reading this thread have any experience using Words of Power? I'm contemplating whether or not highjacking that system and adapting it to Ritual Magic might be a good idea.
Have read some of it. Never used it.
It does have ALL the utility you can make though if I remember correctly.
Casting times may need to change though
What's the time frame of the game's start? I'm in mountain standard timezone, and don't have any issues with the game going late into the night.
Right now we're planning to start at 4pm Pacific time, Tuesday. Usually I don't run more than 4 hours at most.
That works out well. I shouldn't have any troubles making that time frame.
Would a sliding scale based on the amount of material and the control over the material work for the magic system?
I am unsure what you mean Hael, not sure if Kyrt will grasp it from your post either.
Sounds interesting though
More detail on your idea would be great Hael. Sorry I vanished for yesterday, got crazy busy.
Though game is planned for this evening and I've heard nothing regarding Cyzzane's character...
No worries, life happens.
So as a rough idea for magic, I've got a sort of formula for the earth magic. Keep in mind theses numbers are arbitrary and just done for ease of calculations. So let's say Heel decides to make a 5 by 5 square wall for Cull to use as cover. The formula would choose between a constant based on control, so let's say one for average. From there it would be decided by squares of material moved across x squares.
Ex. 1(1)(1) with the answer being the number of minutes it takes Half to cast or recover.
To make a statue via perfect control, assuming same size and distance, the equation would look like (5)(1)(1). So 5 minutes for him to create the earth sculpture.
So basically additional control multiplied times required with distance and material moved deciding the base time. Ex (c)(d)(m) with c being the control constant, being squares of of distance, and m being squares of materials.
Looks like we failed to play today. I'm PMing each of you the link to the Game Chat, I'll be hanging out in there for a while if any of you wish to speak in realtime.
As a reminder right now Rise of the Runelords is planned for 4 PM Pacific [5 Mountain, 6 Central, 7 Eastern] on October 25th.
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